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There is a Legacy version here.

Bodyguard

Hired to protect someone famous or powerful, bodyguards use intimidation, quick wits, and martial skill to keep their charges safe. Such mercenaries might be auxiliaries to a noble's personal guards, but with special directives to safeguard their patrons.

Recall Knowledge - Humanoid (Society): DC 15
Unspecific Lore: DC 13
Specific Lore: DC 10

Elite | Normal | Weak
Proficiency without Level

BodyguardCreature 1

Medium Human Humanoid 
Source NPC Core pg. 82
Perception +8
Languages Common
Skills Athletics +7, Intimidation +6, Society +2
Str +4, Dex +2, Con +3, Int -1, Wis +1, Cha +0
Items greatclub, sap, sling, studded leather
AC 16; Fort +8, Ref +7, Will +4
HP 25
Bodyguard's Reprisal [reaction] Trigger A creature attacks the subject of bodyguard's defense; Effect The bodyguard makes a Strike against the triggering creature.
Speed 25 feet
Melee [one-action] greatclub +7 [+2/-3] (backswing, shove), Damage 1d10+4 bludgeoningMelee [one-action] sap +7 [+3/-1] (agile, nonlethal), Damage 1d6+4 bludgeoningMelee [one-action] fist +7 [+3/-1] (agile, nonlethal, unarmed), Damage 1d4+4 bludgeoningMelee [one-action] sling +5 [+0/-5] (propulsive, range increment 50 feet, reload 1), Damage 1d6+2 bludgeoningBodyguard's Defense [one-action] The bodyguard grants an adjacent ally a +2 circumstance bonus to AC. This lasts until the start of the bodyguard's next turn or until the ally is no longer adjacent, whichever comes first.

All Monsters in "Mercenary"

NameLevel
Bodyguard1
Bounty Hunter4
Exiled Revolutionary10
Mage For Hire3
Mage Killer8
Mercenary Band9
Monster Hunter6
Siegebreaker14

Mercenary

Source NPC Core pg. 82
Whether they're hired to wage war, protect a caravan, or infiltrate an impenetrable fortress, there's ample work for mercenaries all over Golarion.

Sidebar - Related Creatures Crossover Ancestry NPCs

Several of the NPCs elsewhere in NPC Core can fit well in this group: Bone scavenger (level 0), kholo outrider (level 7), kholo pragmatist (level 1), lucky courser (level 8), tunnel viper (level 1)

Sidebar - Additional Lore Group Decisions

In any large group of mercenaries, it becomes extremely important to determine which clients to take on. Though some mercenary bands have a strict hierarchy with a designated leader in charge, bands are typically much more democratic. In most bands, a simple majority vote determines whether an offer is accepted or declined. Other groups fall in the middle, using a democratic election to select an individual leader or small council to make deals on their behalf.

Sidebar - Additional Lore Joining Up

Different mercenary bands have different requirements for prospective members. Being able to fight is just the start. Bands with more honorable reputations require rigorous interviews, blood oaths, and even background checks, while bands with more dubious reputations will take on a skilled fighter with no questions asked. On occasion, bands tend to form along ancestry lines. Orcs, hobgoblins, and dwarves all have storied mercenary bands wandering the Inner Sea region, but almost all of them will take one recruit who's not of their ancestry if their skills are valuable enough.

Sidebar - Additional Lore Mercenary Banter

Here's some parlance commonly used by mercenaries.

Crackster: Someone adept at breaking locks or safes.
Diving: Theft or smuggling below ground, often through tunnels.
Foxing: To play at being asleep, usually for an ambush.
Medic: A healer.
Ram: A hard-hitting warrior.
Slinger: A spellcaster.
Sway of Coin: Swearing allegiance to whoever pays the most.
Waterline: A mercenary company's money: “Take time in town while the waterline's high, everyone.”
Whisperer: Anyone who can move stealthily.